"What would monsters like you know of morals? I see a red devil, a crystal representation of greed incarnate, a horned beast, a zombie, and an automated slave. I have told you what I am able, now kill me or set me free."

OOC: And with that, I think we will go on break. Daniel, I used 2 surges for Jak to get back to full. Let me know if you would prefer otherwise. Josh, did you notice the item for you when Corvan searched the bodies?

OOC: Oh yeah, I meant to thank you for that. My charges will now do 3d6+1d8+5 damage. I figured out that if I crit on a charge now (in which I also use Iron Wolf Charge), I do 38-45 damage plus I get an MBA at 7-17 damage. If I kill the guy with that stuff, I get Swift Charge to do an additional 9-31 damage.

OOC: I am back, but getting caught up with work and such. It is my hope to start us up again before the weekend, but as a fair warning, I am then going on business trips to Vegas, New York and San Jose for most of the two weeks starting March 25.

Healed and surprisingly well rested for only a few minutes (that seemed like weeks), you head up the spiral stairs. The next level contains a pair of short hallways with doors off of them. Two doors are plain wood, though adorned, suggesting they might be the rooms or offices of minor officials of the Tower. There is also a heavy set of double doors engraved in gold along one side. The stairs again continue up.

Corvan nods in agreement. "I'll take the northern door." and moves to act on his words. Standing carefully to the side of the door, he reaches over with his arm and opens it. After two seconds, assuming no bolt, arrow, spell, or ravenous chicken shoots out, he swings his head into the doorway to look inside and immediately swings back.

Move: to F6Minor: open door at F5, using arm onlyMove/Minor: whip head around to look into the open doorway, then back

Corvan moves to the northern door and pushes it open. Hearing only soft muttering, he looks in and sees a white-robed man crumbling a piece of granite so white it appears to almost be glowing blue. Seeing Corvan's head appear briefly, only to disappear, the man screams. "DIMAK!!" The granite in his hands glows briefly, then crumbles to dust, and you hear a low and prolonged rumbling through the double doors. The wizard's hands glow as he then waits for another face to appear. Jak also hears a curse from the southern room and the sounds of stirring.

Hammer barely notices the acid bolt that strikes him as he charges through the doorway (6 damage to Hammer from the Wizard's readied action). A resounding blow hits the offending wizard. The southern doorway opens and a soldier comes out, longsword in hand. Moving toward Jak, he strikes and the paladin falls backward (11 damage, pushed 1 and dazed SE).

Mountain Ki Focus Forceful: pull/push/slides with attack powers increase by 1 square, Shielding: when hitting at least one target with an attack power gain +1 AC/REFLEX until start of next turn

Greatspear +3/1d10, polearm/spear/reach

Singing Stick +3/1d6, offhand/defensive/mace

Longsword +3/1d8, heavy blade

Unarmed Monk Strike +3/1d8

Improvised Weapon, one-handed +2/1d8

Repeating Crossbow +2/1d8, 10/20 range, crossbow

Widow's Knife +3/1d4, 5/10 range, offhand/light thrown/lightblade

Battleaxe +2/1d10, versatile/axe

Heavy Shield +2/+2 AC/REFLEX, heavy shield

Hide Battle Harness +1 As a free action, you can draw a sheathed weapon or retrieve a stowed item. You gain a power bonus to initiative equal to the itemís enhancement bonus.

Healing Potion 10 hp, lose one surge

Skills

Acrobatics 8 (trained), 6 with heavy shield

Arcana 1

Athletics 9 (trained), 7 with heavy shield

Bluff 0

Diplomacy 0

Dungeoneering 1

Endurance 5 (trained), 3 with heavy shield

Heal 6 (trained)

History 1

Insight 1

Intimidate 5 (trained)

Nature 1

Perception 1

Religion 1

Stealth 3, 1 with heavy shield

Streetwise 0

Thievery 3, 1 with heavy shield

Descriptions of Powers

Combat Agility Opportunity Action, Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack. Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack. Target: The triggering enemy. Attack: Strength vs. AC. Hit: 1[W] + Strength modifier damage, and you knock the target prone.

Combat Challenge hit or miss an enemy you can mark it, Immediate Interrupt Melee, Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.

Grappling Strike Melee touch, Requirement: You must have a hand free. Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn.

Weapon Master's Strike Melee weapon, Target: One creature, Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action. Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. In addition, the target takes an additional effect based on the weapon you wield. Axe: The target takes extra damage equal to your Constitution modifier. Mace: You slide the target 1 square. Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the targetís attacks. Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.

Disrupting Advance melee weapon, Target: One creature, Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and you push the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.
Level 11: 3[W] + ability modifier damage.
Level 21: 4[W] + ability modifier damage.

Forceful Drag move, Requirement: You must have a creature grabbed.
Effect: You move your speed. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone.

Neither Dwimmerlaik nor Corvan is able to connect with an enemy. The rumble behind the double doors grows louder and becomes a roar. The doors burst off their hinges and a very large granite being steps through.

It approaches Jak and Dwimmerlaik. As it nears them, they are drawn to its beauty, the same white-almost-blue of the stone the wizard was crumbling. Seeing something so lovely makes them feel a bit at peace. (The golem has an aura 1. All enemies of the golem in the aura take -2 to all attack rolls.) Its beauty, though, is matched by its brawn. Fists swing at both Jak and Dwimmerlaik. One connects easily with Dwimmerlaik, hitting for 9 radiant damage and vulnerable 5 radiant SE. The other fist swings past Jak, even in his dazed state.

With a shout of warning, Tchort manages to get the befuddled Jak out of harm's way, for now... Moving up the stairs, Tchort concentrates his power and tries to force the monstrocity away for the time being.

Koliak just about jumps back as the doors explode outwards, and then when he sees the golem creature, he just about gasps. 'There is no way I'm anywhere near that thing.' thinks the psion.

Koliak studies the hallways before him, making quick calculations in his head. He looks back to the doorway area and can see where he wants to hit clearly enough. Holding his orb forth, he concentrates and blasts psychic energy at the golem.

Corvan looks over his shoulder at the massive golem just before Koliak teleports it down the hallway. He then takes a look into the room behind the now open stone doors, looking for a terrain advantage. "Jak, can you hold the golem?" he asks his battle companion, hoping he can at least keep the thing at bay in his dazed state.

OOC: What is the thing at J8, a fire? Are those curtains/tapestries along the halls?

OOC: The thing at F8 is just a magical candelabra lighting the room. Think of it as hanging from the ceiling and me as too lazy to delete it from the pre-existing map. And yes, those are curtains along the walls. We are schmancy in the sceptre tower. I will update later. Finishing a presentation now.